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InsideQC Forums • View topic - CSQC Enhanced GLQuake Attempt #1

CSQC Enhanced GLQuake Attempt #1

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CSQC Enhanced GLQuake Attempt #1

Postby Baker » Fri Jan 22, 2010 6:53 pm

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Postby avirox » Fri Jan 22, 2010 8:25 pm

This would be a very worthy project IMO. You should also look at the FTE source for some of the GL-specific bits.

I have a semi-integrated version of EZQuake with CSQC if you're interested in tackling it.

Either way, keep doin' yo thang!
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Postby Baker » Fri Jan 22, 2010 8:32 pm

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Postby Baker » Fri Jan 22, 2010 9:19 pm

Last edited by Baker on Fri Jan 22, 2010 10:12 pm, edited 4 times in total.
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Postby Baker » Fri Jan 22, 2010 9:28 pm

Code merge with Enhanced GLQuake is completed (but entirely untested) ()

Project file is not modified and I haven't double checked my work. Uploading for safe-keeping.

Now modify the project file, address the issues listed above and attempt to compile it to reconcile anything that I may have skipped and then re-examine everything vs. unmodified Enhanced GLQuake and check for any issues; then test with standard id1 Quake.
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Postby Baker » Sat Jan 23, 2010 12:14 am

Completed: Yet Not Testable because I have no working csqc progs! (Standard Quake appears to function just fine).

Download: - 1.5 MB +/-

Contains both the CSQC Enhanced GLQuake and a straight compile "spikeglquake_csqc.exe" from the CSQCWinQuake project.

Source code + project for Enhanced GLQuake version = .

I've never been able to get self-compiled CSQC to run for me personally, not even with FTEQW.

I need a sample quake\<csqc mod> folder complete with csprogs.dat, progs.dat and whatever supporting files so I can test this. [I've tried self-compiling CSQC Test and Avirox's stuff and I have never been able to make it work for me.]

Now that I have done this once and have a good feel for the changes, doing it for any other normalish NQ engine should be a straightforward process.

But I really a sample csprog project already compiled that works with either the Enhanced GLQuake one OR the "Spike CSQC GLQuake" and both of those are supplied in the first download. I can't do any quality testing without it. And if I have that, I can assist documenting the basics CSQC far better (as I like writing tutorials, especially newbie level ones).
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Postby Spike » Sat Jan 23, 2010 1:34 am

in pr_csqc you can find the value 17105.
replace it with a proper define and change it to whatever csqc header crc you want it to run. mneh.
fteqcc currently claims 22390 to be the one for EXT_CSQC_1...
Which is also the one required for my csqctest mod, naturally.
I don't really remember how it got an old value, but that zip wasn't entirely complete in a few other ways.
Use 0 and it'll accept any, tbh, for the most part.

Your server is missing a few bits. clc_qcrequest isn't accepted, svc_csqcentities doesn't look like it can be generated, though I suppose that's wip. csqctest is generally happy enough with neither of those, so long as deltalisten works properly :)
I've not really looked at the client changes in detail. Mostly because I don't remember them.
Again I apologise, that original csqcwinquake build wasn't quite complete - avirox kinda released it for me when I got bored of porting stuff over. :)
From what I remember, sound control is also incomplete. I'm sure there were a few other bits.. but its too long ago for me to remember off hand without studying line by line.

svc_updatestat_byte and svc_csqcentities match the svc number and protocol in DP7. DP doesn't support stat floats or strings (at least not the same way), and DP7 has a superior svc_clientdata built in, hence why those svcs have other numbers in a range not claimed by LH.
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Postby Spike » Sat Jan 23, 2010 1:52 am

CSQC_LocateCSProgs calls COM_WriteFile in an attempt to make a persistant copy of the csprogs.
You need to make sure the directory exists, or modify the function to not sys_error if it doesn't exist or is read-only.
(its copied so as to allow connecting to different servers with different versions of csprogs, without the user having to dig up the correct one each time).

csqctest's 'cg_hudtype 2' correctly gives a transparent hud.
'cg_hudtype 3' crashes it with a pic-not-found message.
note: if the view that is set is the entire screen, the hud should not draw an opaque back... I suppose.
cg_thirdperson kinda works... investigating....

player_localnum isn't set, it should be the 0-based player number (the very first svc_setview packet sub 1, which is tied to the scoreboard)
Last edited by Spike on Sat Jan 23, 2010 2:33 am, edited 1 time in total.
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Postby Baker » Sat Jan 23, 2010 2:29 am

I'll make a FitzQuake 0.85 and a JoeQuake with this here in the next couple of hours.

There might as well be a few clients with this available. Even a subset of CSQC functionality would be a welcomed change.

Then I'll take a harder look at trying to get csqctest to work and look at that "non-existing" directory problem you pointed out above and plug COM_MakeFolder where ever that is.
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Postby Spike » Sat Jan 23, 2010 2:41 am

well, hud rendering works fine if all the images are actually present, so yeah, its definitely useable as is even if not complete.
The directory in question is quake/$gamedir/csprogsvers - once created that error message isn't a problem, its just awkward. Otherwise it dies any time you connect to a server (even localhost).

I just noticed, you don't provide the mechanism to set up custom stats. The builtin isn't present, but you do have the code to actually send it, its just not filling in the source arrays for the deltaing.
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Postby Baker » Sat Jan 23, 2010 2:45 am

I wasn't able to get any CSQC to run with the CSQCWinQuake (or FTEQW!) so I don't even have a basis for testing. Yet.

(Does the csqc that you are using work with your prototype CSQCWinQuake and not with the Enhanced GLQuake WinQuake, I assume?)
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Postby Baker » Sat Jan 23, 2010 3:08 am

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Postby Spike » Sat Jan 23, 2010 3:18 am

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Postby Baker » Sat Jan 23, 2010 3:51 am

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Postby Spike » Sat Jan 23, 2010 4:21 am

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